2013-03-17 18:03:44 +01:00
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/*
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Minetest
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Copyright (C) 2013 sapier, sapier at gmx dot net
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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Copyright (C) 2016 est31, <MTest31@outlook.com>
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2013-03-17 18:03:44 +01:00
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/******************************************************************************/
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/* Includes */
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/******************************************************************************/
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#include "pathfinder.h"
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2017-01-08 11:01:35 +01:00
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#include "serverenvironment.h"
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2017-01-09 20:39:22 +01:00
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#include "server.h"
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2016-04-26 02:14:57 +02:00
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#include "nodedef.h"
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2013-03-17 18:03:44 +01:00
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2016-04-01 01:20:34 +02:00
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//#define PATHFINDER_DEBUG
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//#define PATHFINDER_CALC_TIME
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2013-03-17 18:03:44 +01:00
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#ifdef PATHFINDER_DEBUG
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2016-04-01 01:20:34 +02:00
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#include <string>
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#endif
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#ifdef PATHFINDER_DEBUG
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#include <iomanip>
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2013-03-17 18:03:44 +01:00
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#endif
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#ifdef PATHFINDER_CALC_TIME
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#include <sys/time.h>
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#endif
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/******************************************************************************/
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/* Typedefs and macros */
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/******************************************************************************/
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#define LVL "(" << level << ")" <<
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#ifdef PATHFINDER_DEBUG
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#define DEBUG_OUT(a) std::cout << a
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#define INFO_TARGET std::cout
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#define VERBOSE_TARGET std::cout
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#define ERROR_TARGET std::cout
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#else
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#define DEBUG_OUT(a) while(0)
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2016-04-01 01:52:17 +02:00
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#define INFO_TARGET infostream << "Pathfinder: "
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#define VERBOSE_TARGET verbosestream << "Pathfinder: "
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2017-03-12 00:17:59 +01:00
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#define ERROR_TARGET warningstream << "Pathfinder: "
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2013-03-17 18:03:44 +01:00
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#endif
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2016-04-01 01:20:34 +02:00
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/******************************************************************************/
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/* Class definitions */
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/******************************************************************************/
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/** representation of cost in specific direction */
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2016-04-01 01:52:17 +02:00
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class PathCost {
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2016-04-01 01:20:34 +02:00
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public:
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/** default constructor */
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2017-08-19 11:30:46 +02:00
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PathCost() = default;
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2016-04-01 01:20:34 +02:00
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/** copy constructor */
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2016-04-01 01:52:17 +02:00
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PathCost(const PathCost &b);
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2016-04-01 01:20:34 +02:00
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/** assignment operator */
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2016-04-01 01:52:17 +02:00
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PathCost &operator= (const PathCost &b);
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2016-04-01 01:20:34 +02:00
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2017-08-19 11:30:46 +02:00
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bool valid = false; /**< movement is possible */
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int value = 0; /**< cost of movement */
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int direction = 0; /**< y-direction of movement */
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bool updated = false; /**< this cost has ben calculated */
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2016-04-01 01:20:34 +02:00
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};
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/** representation of a mapnode to be used for pathfinding */
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2016-04-01 01:52:17 +02:00
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class PathGridnode {
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2016-04-01 01:20:34 +02:00
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public:
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/** default constructor */
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2017-08-19 11:30:46 +02:00
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PathGridnode() = default;
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2016-04-01 01:20:34 +02:00
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/** copy constructor */
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2016-04-01 01:52:17 +02:00
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PathGridnode(const PathGridnode &b);
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2016-04-01 01:20:34 +02:00
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/**
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* assignment operator
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* @param b node to copy
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*/
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2016-04-01 01:52:17 +02:00
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PathGridnode &operator= (const PathGridnode &b);
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2016-04-01 01:20:34 +02:00
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/**
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* read cost in a specific direction
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* @param dir direction of cost to fetch
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*/
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2016-04-01 01:52:17 +02:00
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PathCost getCost(v3s16 dir);
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2016-04-01 01:20:34 +02:00
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/**
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* set cost value for movement
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* @param dir direction to set cost for
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* @cost cost to set
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*/
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2017-04-20 00:12:52 +02:00
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void setCost(v3s16 dir, const PathCost &cost);
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2016-04-01 01:20:34 +02:00
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2017-08-19 11:30:46 +02:00
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bool valid = false; /**< node is on surface */
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bool target = false; /**< node is target position */
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bool source = false; /**< node is stating position */
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int totalcost = -1; /**< cost to move here from starting point */
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v3s16 sourcedir; /**< origin of movement for current cost */
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v3s16 pos; /**< real position of node */
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PathCost directions[4]; /**< cost in different directions */
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2016-04-01 01:20:34 +02:00
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/* debug values */
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2017-08-19 11:30:46 +02:00
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bool is_element = false; /**< node is element of path detected */
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char type = 'u'; /**< type of node */
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2016-04-01 01:20:34 +02:00
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};
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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class Pathfinder;
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/** Abstract class to manage the map data */
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class GridNodeContainer {
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public:
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virtual PathGridnode &access(v3s16 p)=0;
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2017-08-19 11:30:46 +02:00
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virtual ~GridNodeContainer() = default;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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protected:
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Pathfinder *m_pathf;
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void initNode(v3s16 ipos, PathGridnode *p_node);
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};
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class ArrayGridNodeContainer : public GridNodeContainer {
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public:
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2017-08-19 11:30:46 +02:00
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virtual ~ArrayGridNodeContainer() = default;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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ArrayGridNodeContainer(Pathfinder *pathf, v3s16 dimensions);
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virtual PathGridnode &access(v3s16 p);
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private:
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v3s16 m_dimensions;
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int m_x_stride;
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int m_y_stride;
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std::vector<PathGridnode> m_nodes_array;
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};
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class MapGridNodeContainer : public GridNodeContainer {
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public:
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2017-08-19 11:30:46 +02:00
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virtual ~MapGridNodeContainer() = default;
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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MapGridNodeContainer(Pathfinder *pathf);
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virtual PathGridnode &access(v3s16 p);
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private:
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std::map<v3s16, PathGridnode> m_nodes;
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};
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2016-04-01 01:20:34 +02:00
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/** class doing pathfinding */
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2016-04-01 01:52:17 +02:00
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class Pathfinder {
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2016-04-01 01:20:34 +02:00
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public:
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/**
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* default constructor
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*/
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2017-08-19 11:30:46 +02:00
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Pathfinder() = default;
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2016-04-01 01:20:34 +02:00
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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~Pathfinder();
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2016-04-01 01:20:34 +02:00
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/**
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* path evaluation function
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* @param env environment to look for path
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* @param source origin of path
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* @param destination end position of path
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* @param searchdistance maximum number of nodes to look in each direction
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* @param max_jump maximum number of blocks a path may jump up
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* @param max_drop maximum number of blocks a path may drop
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2016-04-01 01:52:17 +02:00
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* @param algo Algorithm to use for finding a path
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2016-04-01 01:20:34 +02:00
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*/
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2016-04-01 01:52:17 +02:00
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std::vector<v3s16> getPath(ServerEnvironment *env,
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2016-04-01 01:20:34 +02:00
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v3s16 source,
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v3s16 destination,
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unsigned int searchdistance,
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unsigned int max_jump,
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unsigned int max_drop,
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2016-04-01 01:52:17 +02:00
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PathAlgorithm algo);
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2016-04-01 01:20:34 +02:00
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private:
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/* helper functions */
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/**
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* transform index pos to mappos
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* @param ipos a index position
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* @return map position
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*/
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v3s16 getRealPos(v3s16 ipos);
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/**
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* transform mappos to index pos
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* @param pos a real pos
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* @return index position
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*/
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v3s16 getIndexPos(v3s16 pos);
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/**
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* get gridnode at a specific index position
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* @param ipos index position
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* @return gridnode for index
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*/
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2016-04-01 01:52:17 +02:00
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PathGridnode &getIndexElement(v3s16 ipos);
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2016-04-01 01:20:34 +02:00
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Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
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/**
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* Get gridnode at a specific index position
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* @return gridnode for index
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*/
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PathGridnode &getIdxElem(s16 x, s16 y, s16 z);
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2016-04-01 01:20:34 +02:00
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/**
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* invert a 3d position
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* @param pos 3d position
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* @return pos *-1
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*/
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v3s16 invert(v3s16 pos);
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/**
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* check if a index is within current search area
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|
|
* @param index position to validate
|
|
|
|
* @return true/false
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool isValidIndex(v3s16 index);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* translate position to float position
|
|
|
|
* @param pos integer position
|
|
|
|
* @return float position
|
|
|
|
*/
|
|
|
|
v3f tov3f(v3s16 pos);
|
|
|
|
|
|
|
|
|
|
|
|
/* algorithm functions */
|
|
|
|
|
|
|
|
/**
|
2016-04-01 01:52:17 +02:00
|
|
|
* calculate 2d manahttan distance to target on the xz plane
|
2016-04-01 01:20:34 +02:00
|
|
|
* @param pos position to calc distance
|
|
|
|
* @return integer distance
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
int getXZManhattanDist(v3s16 pos);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* get best direction based uppon heuristics
|
|
|
|
* @param directions list of unchecked directions
|
|
|
|
* @param g_pos mapnode to start from
|
|
|
|
* @return direction to check
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 getDirHeuristic(std::vector<v3s16> &directions, PathGridnode &g_pos);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* build internal data representation of search area
|
|
|
|
* @return true/false if costmap creation was successfull
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool buildCostmap();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* calculate cost of movement
|
|
|
|
* @param pos real world position to start movement
|
|
|
|
* @param dir direction to move to
|
|
|
|
* @return cost information
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost calcCost(v3s16 pos, v3s16 dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* recursive update whole search areas total cost information
|
|
|
|
* @param ipos position to check next
|
|
|
|
* @param srcdir positionc checked last time
|
|
|
|
* @param total_cost cost of moving to ipos
|
|
|
|
* @param level current recursion depth
|
|
|
|
* @return true/false path to destination has been found
|
|
|
|
*/
|
2017-08-19 11:30:46 +02:00
|
|
|
bool updateAllCosts(v3s16 ipos, v3s16 srcdir, int current_cost, int level);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* recursive try to find a patrh to destionation
|
|
|
|
* @param ipos position to check next
|
|
|
|
* @param srcdir positionc checked last time
|
|
|
|
* @param total_cost cost of moving to ipos
|
|
|
|
* @param level current recursion depth
|
|
|
|
* @return true/false path to destination has been found
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool updateCostHeuristic(v3s16 ipos, v3s16 srcdir, int current_cost, int level);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* recursive build a vector containing all nodes from source to destination
|
|
|
|
* @param path vector to add nodes to
|
|
|
|
* @param pos pos to check next
|
|
|
|
* @param level recursion depth
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void buildPath(std::vector<v3s16> &path, v3s16 pos, int level);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/* variables */
|
2017-08-19 11:30:46 +02:00
|
|
|
int m_max_index_x = 0; /**< max index of search area in x direction */
|
|
|
|
int m_max_index_y = 0; /**< max index of search area in y direction */
|
|
|
|
int m_max_index_z = 0; /**< max index of search area in z direction */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
int m_searchdistance = 0; /**< max distance to search in each direction */
|
|
|
|
int m_maxdrop = 0; /**< maximum number of blocks a path may drop */
|
|
|
|
int m_maxjump = 0; /**< maximum number of blocks a path may jump */
|
|
|
|
int m_min_target_distance = 0; /**< current smalest path to target */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
bool m_prefetch = true; /**< prefetch cost data */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
v3s16 m_start; /**< source position */
|
|
|
|
v3s16 m_destination; /**< destination position */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
core::aabbox3d<s16> m_limits; /**< position limits in real map coordinates */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
/** contains all map data already collected and analyzed.
|
|
|
|
Access it via the getIndexElement/getIdxElem methods. */
|
|
|
|
friend class GridNodeContainer;
|
2017-08-19 11:30:46 +02:00
|
|
|
GridNodeContainer *m_nodes_container = nullptr;
|
2016-04-01 01:20:34 +02:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
ServerEnvironment *m_env = 0; /**< minetest environment pointer */
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
|
|
|
|
/**
|
|
|
|
* print collected cost information
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printCost();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print collected cost information in a specific direction
|
|
|
|
* @param dir direction to print
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printCost(PathDirections dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print type of node as evaluated
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printType();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print pathlenght for all nodes in search area
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printPathLen();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print a path
|
|
|
|
* @param path path to show
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printPath(std::vector<v3s16> path);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print y direction for all movements
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printYdir();
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* print y direction for moving in a specific direction
|
|
|
|
* @param dir direction to show data
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
void printYdir(PathDirections dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
|
|
|
|
/**
|
|
|
|
* helper function to translate a direction to speaking text
|
|
|
|
* @param dir direction to translate
|
|
|
|
* @return textual name of direction
|
|
|
|
*/
|
2016-04-01 01:52:17 +02:00
|
|
|
std::string dirToName(PathDirections dir);
|
2016-04-01 01:20:34 +02:00
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
/******************************************************************************/
|
|
|
|
/* implementation */
|
|
|
|
/******************************************************************************/
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
std::vector<v3s16> get_path(ServerEnvironment* env,
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 source,
|
|
|
|
v3s16 destination,
|
|
|
|
unsigned int searchdistance,
|
|
|
|
unsigned int max_jump,
|
|
|
|
unsigned int max_drop,
|
2016-04-01 01:52:17 +02:00
|
|
|
PathAlgorithm algo)
|
|
|
|
{
|
|
|
|
Pathfinder searchclass;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
return searchclass.getPath(env,
|
|
|
|
source, destination,
|
|
|
|
searchdistance, max_jump, max_drop, algo);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost::PathCost(const PathCost &b)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
valid = b.valid;
|
|
|
|
direction = b.direction;
|
|
|
|
value = b.value;
|
|
|
|
updated = b.updated;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost &PathCost::operator= (const PathCost &b)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
valid = b.valid;
|
|
|
|
direction = b.direction;
|
|
|
|
value = b.value;
|
|
|
|
updated = b.updated;
|
|
|
|
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode::PathGridnode(const PathGridnode &b)
|
2013-03-17 18:03:44 +01:00
|
|
|
: valid(b.valid),
|
|
|
|
target(b.target),
|
|
|
|
source(b.source),
|
|
|
|
totalcost(b.totalcost),
|
|
|
|
sourcedir(b.sourcedir),
|
|
|
|
pos(b.pos),
|
|
|
|
is_element(b.is_element),
|
|
|
|
type(b.type)
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
directions[DIR_XP] = b.directions[DIR_XP];
|
|
|
|
directions[DIR_XM] = b.directions[DIR_XM];
|
|
|
|
directions[DIR_ZP] = b.directions[DIR_ZP];
|
|
|
|
directions[DIR_ZM] = b.directions[DIR_ZM];
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &PathGridnode::operator= (const PathGridnode &b)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
valid = b.valid;
|
|
|
|
target = b.target;
|
|
|
|
source = b.source;
|
|
|
|
is_element = b.is_element;
|
|
|
|
totalcost = b.totalcost;
|
|
|
|
sourcedir = b.sourcedir;
|
|
|
|
pos = b.pos;
|
|
|
|
type = b.type;
|
|
|
|
|
|
|
|
directions[DIR_XP] = b.directions[DIR_XP];
|
|
|
|
directions[DIR_XM] = b.directions[DIR_XM];
|
|
|
|
directions[DIR_ZP] = b.directions[DIR_ZP];
|
|
|
|
directions[DIR_ZM] = b.directions[DIR_ZM];
|
|
|
|
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost PathGridnode::getCost(v3s16 dir)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
if (dir.X > 0) {
|
|
|
|
return directions[DIR_XP];
|
|
|
|
}
|
|
|
|
if (dir.X < 0) {
|
|
|
|
return directions[DIR_XM];
|
|
|
|
}
|
|
|
|
if (dir.Z > 0) {
|
|
|
|
return directions[DIR_ZP];
|
|
|
|
}
|
|
|
|
if (dir.Z < 0) {
|
|
|
|
return directions[DIR_ZM];
|
|
|
|
}
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost retval;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2017-04-20 00:12:52 +02:00
|
|
|
void PathGridnode::setCost(v3s16 dir, const PathCost &cost)
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
if (dir.X > 0) {
|
|
|
|
directions[DIR_XP] = cost;
|
|
|
|
}
|
|
|
|
if (dir.X < 0) {
|
|
|
|
directions[DIR_XM] = cost;
|
|
|
|
}
|
|
|
|
if (dir.Z > 0) {
|
|
|
|
directions[DIR_ZP] = cost;
|
|
|
|
}
|
|
|
|
if (dir.Z < 0) {
|
|
|
|
directions[DIR_ZM] = cost;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
void GridNodeContainer::initNode(v3s16 ipos, PathGridnode *p_node)
|
|
|
|
{
|
2018-02-10 21:04:16 +01:00
|
|
|
const NodeDefManager *ndef = m_pathf->m_env->getGameDef()->ndef();
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
PathGridnode &elem = *p_node;
|
|
|
|
|
|
|
|
v3s16 realpos = m_pathf->getRealPos(ipos);
|
|
|
|
|
2019-08-10 19:45:44 +02:00
|
|
|
MapNode current = m_pathf->m_env->getMap().getNode(realpos);
|
|
|
|
MapNode below = m_pathf->m_env->getMap().getNode(realpos + v3s16(0, -1, 0));
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
|
|
|
|
|
|
|
|
if ((current.param0 == CONTENT_IGNORE) ||
|
|
|
|
(below.param0 == CONTENT_IGNORE)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: " << PP(realpos) <<
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
" current or below is invalid element" << std::endl);
|
|
|
|
if (current.param0 == CONTENT_IGNORE) {
|
|
|
|
elem.type = 'i';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << 'i' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//don't add anything if it isn't an air node
|
2016-04-26 02:14:57 +02:00
|
|
|
if (ndef->get(current).walkable || !ndef->get(below).walkable) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: " << PP(realpos)
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
<< " not on surface" << std::endl);
|
2016-04-26 02:14:57 +02:00
|
|
|
if (ndef->get(current).walkable) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
elem.type = 's';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << 's' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
} else {
|
|
|
|
elem.type = '-';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << '-' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
elem.valid = true;
|
|
|
|
elem.pos = realpos;
|
|
|
|
elem.type = 'g';
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(PP(ipos) << ": " << 'a' << std::endl);
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
|
|
|
|
if (m_pathf->m_prefetch) {
|
|
|
|
elem.directions[DIR_XP] = m_pathf->calcCost(realpos, v3s16( 1, 0, 0));
|
|
|
|
elem.directions[DIR_XM] = m_pathf->calcCost(realpos, v3s16(-1, 0, 0));
|
|
|
|
elem.directions[DIR_ZP] = m_pathf->calcCost(realpos, v3s16( 0, 0, 1));
|
|
|
|
elem.directions[DIR_ZM] = m_pathf->calcCost(realpos, v3s16( 0, 0,-1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ArrayGridNodeContainer::ArrayGridNodeContainer(Pathfinder *pathf, v3s16 dimensions) :
|
|
|
|
m_x_stride(dimensions.Y * dimensions.Z),
|
|
|
|
m_y_stride(dimensions.Z)
|
|
|
|
{
|
|
|
|
m_pathf = pathf;
|
|
|
|
|
|
|
|
m_nodes_array.resize(dimensions.X * dimensions.Y * dimensions.Z);
|
|
|
|
INFO_TARGET << "Pathfinder ArrayGridNodeContainer constructor." << std::endl;
|
|
|
|
for (int x = 0; x < dimensions.X; x++) {
|
|
|
|
for (int y = 0; y < dimensions.Y; y++) {
|
|
|
|
for (int z= 0; z < dimensions.Z; z++) {
|
|
|
|
v3s16 ipos(x, y, z);
|
|
|
|
initNode(ipos, &access(ipos));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PathGridnode &ArrayGridNodeContainer::access(v3s16 p)
|
|
|
|
{
|
|
|
|
return m_nodes_array[p.X * m_x_stride + p.Y * m_y_stride + p.Z];
|
|
|
|
}
|
|
|
|
|
|
|
|
MapGridNodeContainer::MapGridNodeContainer(Pathfinder *pathf)
|
|
|
|
{
|
|
|
|
m_pathf = pathf;
|
|
|
|
}
|
|
|
|
|
|
|
|
PathGridnode &MapGridNodeContainer::access(v3s16 p)
|
|
|
|
{
|
|
|
|
std::map<v3s16, PathGridnode>::iterator it = m_nodes.find(p);
|
|
|
|
if (it != m_nodes.end()) {
|
|
|
|
return it->second;
|
|
|
|
}
|
|
|
|
PathGridnode &n = m_nodes[p];
|
|
|
|
initNode(p, &n);
|
|
|
|
return n;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2013-03-17 18:03:44 +01:00
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
std::vector<v3s16> Pathfinder::getPath(ServerEnvironment *env,
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 source,
|
|
|
|
v3s16 destination,
|
|
|
|
unsigned int searchdistance,
|
|
|
|
unsigned int max_jump,
|
|
|
|
unsigned int max_drop,
|
2016-04-01 01:52:17 +02:00
|
|
|
PathAlgorithm algo)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
#ifdef PATHFINDER_CALC_TIME
|
|
|
|
timespec ts;
|
|
|
|
clock_gettime(CLOCK_REALTIME, &ts);
|
|
|
|
#endif
|
|
|
|
std::vector<v3s16> retval;
|
|
|
|
|
|
|
|
//check parameters
|
|
|
|
if (env == 0) {
|
2013-08-16 17:42:12 +02:00
|
|
|
ERROR_TARGET << "missing environment pointer" << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_searchdistance = searchdistance;
|
|
|
|
m_env = env;
|
|
|
|
m_maxjump = max_jump;
|
|
|
|
m_maxdrop = max_drop;
|
|
|
|
m_start = source;
|
|
|
|
m_destination = destination;
|
|
|
|
m_min_target_distance = -1;
|
|
|
|
m_prefetch = true;
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
if (algo == PA_PLAIN_NP) {
|
2013-03-17 18:03:44 +01:00
|
|
|
m_prefetch = false;
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
int min_x = MYMIN(source.X, destination.X);
|
|
|
|
int max_x = MYMAX(source.X, destination.X);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
int min_y = MYMIN(source.Y, destination.Y);
|
|
|
|
int max_y = MYMAX(source.Y, destination.Y);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
int min_z = MYMIN(source.Z, destination.Z);
|
|
|
|
int max_z = MYMAX(source.Z, destination.Z);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
m_limits.MinEdge.X = min_x - searchdistance;
|
|
|
|
m_limits.MinEdge.Y = min_y - searchdistance;
|
|
|
|
m_limits.MinEdge.Z = min_z - searchdistance;
|
|
|
|
|
|
|
|
m_limits.MaxEdge.X = max_x + searchdistance;
|
|
|
|
m_limits.MaxEdge.Y = max_y + searchdistance;
|
|
|
|
m_limits.MaxEdge.Z = max_z + searchdistance;
|
|
|
|
|
|
|
|
v3s16 diff = m_limits.MaxEdge - m_limits.MinEdge;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 02:43:28 +02:00
|
|
|
m_max_index_x = diff.X;
|
|
|
|
m_max_index_y = diff.Y;
|
|
|
|
m_max_index_z = diff.Z;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
delete m_nodes_container;
|
|
|
|
if (diff.getLength() > 5) {
|
|
|
|
m_nodes_container = new MapGridNodeContainer(this);
|
|
|
|
} else {
|
|
|
|
m_nodes_container = new ArrayGridNodeContainer(this, diff);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
2016-04-01 01:52:17 +02:00
|
|
|
printType();
|
|
|
|
printCost();
|
|
|
|
printYdir();
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
|
|
|
|
//validate and mark start and end pos
|
|
|
|
v3s16 StartIndex = getIndexPos(source);
|
|
|
|
v3s16 EndIndex = getIndexPos(destination);
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &startpos = getIndexElement(StartIndex);
|
|
|
|
PathGridnode &endpos = getIndexElement(EndIndex);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (!startpos.valid) {
|
2014-02-03 20:13:31 +01:00
|
|
|
VERBOSE_TARGET << "invalid startpos" <<
|
2016-12-13 23:16:26 +01:00
|
|
|
"Index: " << PP(StartIndex) <<
|
|
|
|
"Realpos: " << PP(getRealPos(StartIndex)) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
if (!endpos.valid) {
|
2014-02-03 20:13:31 +01:00
|
|
|
VERBOSE_TARGET << "invalid stoppos" <<
|
2016-12-13 23:16:26 +01:00
|
|
|
"Index: " << PP(EndIndex) <<
|
|
|
|
"Realpos: " << PP(getRealPos(EndIndex)) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
endpos.target = true;
|
|
|
|
startpos.source = true;
|
|
|
|
startpos.totalcost = 0;
|
|
|
|
|
|
|
|
bool update_cost_retval = false;
|
|
|
|
|
|
|
|
switch (algo) {
|
2016-04-01 01:52:17 +02:00
|
|
|
case PA_DIJKSTRA:
|
|
|
|
update_cost_retval = updateAllCosts(StartIndex, v3s16(0, 0, 0), 0, 0);
|
2013-03-17 18:03:44 +01:00
|
|
|
break;
|
2016-04-01 01:52:17 +02:00
|
|
|
case PA_PLAIN_NP:
|
|
|
|
case PA_PLAIN:
|
|
|
|
update_cost_retval = updateCostHeuristic(StartIndex, v3s16(0, 0, 0), 0, 0);
|
2013-03-17 18:03:44 +01:00
|
|
|
break;
|
|
|
|
default:
|
2016-04-01 01:52:17 +02:00
|
|
|
ERROR_TARGET << "missing PathAlgorithm"<< std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (update_cost_retval) {
|
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
std::cout << "Path to target found!" << std::endl;
|
2016-04-01 01:52:17 +02:00
|
|
|
printPathLen();
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
|
|
|
|
//find path
|
|
|
|
std::vector<v3s16> path;
|
2016-04-01 01:52:17 +02:00
|
|
|
buildPath(path, EndIndex, 0);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
std::cout << "Full index path:" << std::endl;
|
2016-04-01 01:52:17 +02:00
|
|
|
printPath(path);
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
|
2015-04-25 15:16:44 +02:00
|
|
|
//finalize path
|
|
|
|
std::vector<v3s16> full_path;
|
2019-01-12 16:57:26 +01:00
|
|
|
full_path.reserve(path.size());
|
2017-08-19 11:30:46 +02:00
|
|
|
for (const v3s16 &i : path) {
|
|
|
|
full_path.push_back(getIndexElement(i).pos);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
2015-04-25 15:16:44 +02:00
|
|
|
std::cout << "full path:" << std::endl;
|
2016-04-01 01:52:17 +02:00
|
|
|
printPath(full_path);
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
|
|
|
#ifdef PATHFINDER_CALC_TIME
|
|
|
|
timespec ts2;
|
|
|
|
clock_gettime(CLOCK_REALTIME, &ts2);
|
|
|
|
|
|
|
|
int ms = (ts2.tv_nsec - ts.tv_nsec)/(1000*1000);
|
|
|
|
int us = ((ts2.tv_nsec - ts.tv_nsec) - (ms*1000*1000))/1000;
|
|
|
|
int ns = ((ts2.tv_nsec - ts.tv_nsec) - ( (ms*1000*1000) + (us*1000)));
|
|
|
|
|
|
|
|
|
|
|
|
std::cout << "Calculating path took: " << (ts2.tv_sec - ts.tv_sec) <<
|
|
|
|
"s " << ms << "ms " << us << "us " << ns << "ns " << std::endl;
|
|
|
|
#endif
|
2015-04-25 15:16:44 +02:00
|
|
|
return full_path;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
2016-04-01 01:52:17 +02:00
|
|
|
printPathLen();
|
2013-03-17 18:03:44 +01:00
|
|
|
#endif
|
2013-08-16 17:42:12 +02:00
|
|
|
ERROR_TARGET << "failed to update cost map"<< std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//return
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
Pathfinder::~Pathfinder()
|
2016-04-01 01:52:17 +02:00
|
|
|
{
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
delete m_nodes_container;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
/******************************************************************************/
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
v3s16 Pathfinder::getRealPos(v3s16 ipos)
|
2013-03-17 18:03:44 +01:00
|
|
|
{
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
return m_limits.MinEdge + ipos;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost Pathfinder::calcCost(v3s16 pos, v3s16 dir)
|
|
|
|
{
|
2018-02-10 21:04:16 +01:00
|
|
|
const NodeDefManager *ndef = m_env->getGameDef()->ndef();
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost retval;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
retval.updated = true;
|
|
|
|
|
|
|
|
v3s16 pos2 = pos + dir;
|
|
|
|
|
|
|
|
//check limits
|
2016-04-01 02:43:28 +02:00
|
|
|
if (!m_limits.isPointInside(pos2)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: " << PP(pos2) <<
|
2013-03-17 18:03:44 +01:00
|
|
|
" no cost -> out of limits" << std::endl);
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2019-08-10 19:45:44 +02:00
|
|
|
MapNode node_at_pos2 = m_env->getMap().getNode(pos2);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
//did we get information about node?
|
|
|
|
if (node_at_pos2.param0 == CONTENT_IGNORE ) {
|
|
|
|
VERBOSE_TARGET << "Pathfinder: (1) area at pos: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(pos2) << " not loaded";
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2016-04-26 02:14:57 +02:00
|
|
|
if (!ndef->get(node_at_pos2).walkable) {
|
2013-03-17 18:03:44 +01:00
|
|
|
MapNode node_below_pos2 =
|
2019-08-10 19:45:44 +02:00
|
|
|
m_env->getMap().getNode(pos2 + v3s16(0, -1, 0));
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
//did we get information about node?
|
|
|
|
if (node_below_pos2.param0 == CONTENT_IGNORE ) {
|
|
|
|
VERBOSE_TARGET << "Pathfinder: (2) area at pos: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP((pos2 + v3s16(0, -1, 0))) << " not loaded";
|
2013-03-17 18:03:44 +01:00
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
2016-04-26 02:14:57 +02:00
|
|
|
if (ndef->get(node_below_pos2).walkable) {
|
2013-03-17 18:03:44 +01:00
|
|
|
retval.valid = true;
|
|
|
|
retval.value = 1;
|
|
|
|
retval.direction = 0;
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT("Pathfinder: "<< PP(pos)
|
2013-03-17 18:03:44 +01:00
|
|
|
<< " cost same height found" << std::endl);
|
|
|
|
}
|
|
|
|
else {
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 testpos = pos2 - v3s16(0, -1, 0);
|
2019-08-10 19:45:44 +02:00
|
|
|
MapNode node_at_pos = m_env->getMap().getNode(testpos);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
while ((node_at_pos.param0 != CONTENT_IGNORE) &&
|
2016-04-26 02:14:57 +02:00
|
|
|
(!ndef->get(node_at_pos).walkable) &&
|
2016-04-01 02:43:28 +02:00
|
|
|
(testpos.Y > m_limits.MinEdge.Y)) {
|
2016-04-01 01:52:17 +02:00
|
|
|
testpos += v3s16(0, -1, 0);
|
2019-08-10 19:45:44 +02:00
|
|
|
node_at_pos = m_env->getMap().getNode(testpos);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
//did we find surface?
|
2016-04-01 02:43:28 +02:00
|
|
|
if ((testpos.Y >= m_limits.MinEdge.Y) &&
|
2013-03-17 18:03:44 +01:00
|
|
|
(node_at_pos.param0 != CONTENT_IGNORE) &&
|
2016-04-26 02:14:57 +02:00
|
|
|
(ndef->get(node_at_pos).walkable)) {
|
2015-04-25 15:16:44 +02:00
|
|
|
if ((pos2.Y - testpos.Y - 1) <= m_maxdrop) {
|
2013-03-17 18:03:44 +01:00
|
|
|
retval.valid = true;
|
|
|
|
retval.value = 2;
|
|
|
|
//difference of y-pos +1 (target node is ABOVE solid node)
|
|
|
|
retval.direction = ((testpos.Y - pos2.Y) +1);
|
|
|
|
DEBUG_OUT("Pathfinder cost below height found" << std::endl);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
INFO_TARGET << "Pathfinder:"
|
|
|
|
" distance to surface below to big: "
|
|
|
|
<< (testpos.Y - pos2.Y) << " max: " << m_maxdrop
|
|
|
|
<< std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT("Pathfinder: no surface below found" << std::endl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
v3s16 testpos = pos2;
|
2019-08-10 19:45:44 +02:00
|
|
|
MapNode node_at_pos = m_env->getMap().getNode(testpos);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
while ((node_at_pos.param0 != CONTENT_IGNORE) &&
|
2016-04-26 02:14:57 +02:00
|
|
|
(ndef->get(node_at_pos).walkable) &&
|
2016-04-01 02:43:28 +02:00
|
|
|
(testpos.Y < m_limits.MaxEdge.Y)) {
|
2016-04-01 01:52:17 +02:00
|
|
|
testpos += v3s16(0, 1, 0);
|
2019-08-10 19:45:44 +02:00
|
|
|
node_at_pos = m_env->getMap().getNode(testpos);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
//did we find surface?
|
2016-04-01 02:43:28 +02:00
|
|
|
if ((testpos.Y <= m_limits.MaxEdge.Y) &&
|
2016-04-26 02:14:57 +02:00
|
|
|
(!ndef->get(node_at_pos).walkable)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (testpos.Y - pos2.Y <= m_maxjump) {
|
|
|
|
retval.valid = true;
|
|
|
|
retval.value = 2;
|
|
|
|
retval.direction = (testpos.Y - pos2.Y);
|
|
|
|
DEBUG_OUT("Pathfinder cost above found" << std::endl);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT("Pathfinder: distance to surface above to big: "
|
|
|
|
<< (testpos.Y - pos2.Y) << " max: " << m_maxjump
|
|
|
|
<< std::endl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT("Pathfinder: no surface above found" << std::endl);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 Pathfinder::getIndexPos(v3s16 pos)
|
|
|
|
{
|
2016-04-01 02:43:28 +02:00
|
|
|
return pos - m_limits.MinEdge;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &Pathfinder::getIndexElement(v3s16 ipos)
|
|
|
|
{
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
return m_nodes_container->access(ipos);
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
|
|
|
inline PathGridnode &Pathfinder::getIdxElem(s16 x, s16 y, s16 z)
|
|
|
|
{
|
|
|
|
return m_nodes_container->access(v3s16(x,y,z));
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool Pathfinder::isValidIndex(v3s16 index)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
if ( (index.X < m_max_index_x) &&
|
|
|
|
(index.Y < m_max_index_y) &&
|
|
|
|
(index.Z < m_max_index_z) &&
|
|
|
|
(index.X >= 0) &&
|
|
|
|
(index.Y >= 0) &&
|
|
|
|
(index.Z >= 0))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 Pathfinder::invert(v3s16 pos)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 retval = pos;
|
|
|
|
|
|
|
|
retval.X *=-1;
|
|
|
|
retval.Y *=-1;
|
|
|
|
retval.Z *=-1;
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool Pathfinder::updateAllCosts(v3s16 ipos,
|
|
|
|
v3s16 srcdir,
|
|
|
|
int current_cost,
|
|
|
|
int level)
|
|
|
|
{
|
|
|
|
PathGridnode &g_pos = getIndexElement(ipos);
|
2013-03-17 18:03:44 +01:00
|
|
|
g_pos.totalcost = current_cost;
|
|
|
|
g_pos.sourcedir = srcdir;
|
|
|
|
|
|
|
|
level ++;
|
|
|
|
|
|
|
|
//check if target has been found
|
|
|
|
if (g_pos.target) {
|
|
|
|
m_min_target_distance = current_cost;
|
|
|
|
DEBUG_OUT(LVL " Pathfinder: target found!" << std::endl);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool retval = false;
|
|
|
|
|
|
|
|
std::vector<v3s16> directions;
|
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
directions.emplace_back(1,0, 0);
|
|
|
|
directions.emplace_back(-1,0, 0);
|
|
|
|
directions.emplace_back(0,0, 1);
|
|
|
|
directions.emplace_back(0,0,-1);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
for (v3s16 &direction : directions) {
|
|
|
|
if (direction != srcdir) {
|
|
|
|
PathCost cost = g_pos.getCost(direction);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (cost.valid) {
|
2017-08-19 11:30:46 +02:00
|
|
|
direction.Y = cost.direction;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
v3s16 ipos2 = ipos + direction;
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
if (!isValidIndex(ipos2)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(LVL " Pathfinder: " << PP(ipos2) <<
|
|
|
|
" out of range, max=" << PP(m_limits.MaxEdge) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &g_pos2 = getIndexElement(ipos2);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (!g_pos2.valid) {
|
|
|
|
VERBOSE_TARGET << LVL "Pathfinder: no data for new position: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(cost.value > 0);
|
|
|
|
|
|
|
|
int new_cost = current_cost + cost.value;
|
|
|
|
|
|
|
|
// check if there already is a smaller path
|
|
|
|
if ((m_min_target_distance > 0) &&
|
|
|
|
(m_min_target_distance < new_cost)) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((g_pos2.totalcost < 0) ||
|
|
|
|
(g_pos2.totalcost > new_cost)) {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder: updating path at: "<<
|
2016-12-13 23:16:26 +01:00
|
|
|
PP(ipos2) << " from: " << g_pos2.totalcost << " to "<<
|
2013-03-17 18:03:44 +01:00
|
|
|
new_cost << std::endl);
|
2017-08-19 11:30:46 +02:00
|
|
|
if (updateAllCosts(ipos2, invert(direction),
|
2016-04-01 01:52:17 +02:00
|
|
|
new_cost, level)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
retval = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" already found shorter path to: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" not moving to invalid direction: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(directions[i]) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
int Pathfinder::getXZManhattanDist(v3s16 pos)
|
|
|
|
{
|
|
|
|
int min_x = MYMIN(pos.X, m_destination.X);
|
|
|
|
int max_x = MYMAX(pos.X, m_destination.X);
|
|
|
|
int min_z = MYMIN(pos.Z, m_destination.Z);
|
|
|
|
int max_z = MYMAX(pos.Z, m_destination.Z);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
return (max_x - min_x) + (max_z - min_z);
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 Pathfinder::getDirHeuristic(std::vector<v3s16> &directions, PathGridnode &g_pos)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
int minscore = -1;
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 retdir = v3s16(0, 0, 0);
|
2013-03-17 18:03:44 +01:00
|
|
|
v3s16 srcpos = g_pos.pos;
|
|
|
|
DEBUG_OUT("Pathfinder: remaining dirs at beginning:"
|
|
|
|
<< directions.size() << std::endl);
|
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
for (v3s16 &direction : directions) {
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
v3s16 pos1 = v3s16(srcpos.X + direction.X, 0, srcpos.Z+ direction.Z);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
int cur_manhattan = getXZManhattanDist(pos1);
|
2017-08-19 11:30:46 +02:00
|
|
|
PathCost cost = g_pos.getCost(direction);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (!cost.updated) {
|
2017-08-19 11:30:46 +02:00
|
|
|
cost = calcCost(g_pos.pos, direction);
|
|
|
|
g_pos.setCost(direction, cost);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
if (cost.valid) {
|
|
|
|
int score = cost.value + cur_manhattan;
|
|
|
|
|
|
|
|
if ((minscore < 0)|| (score < minscore)) {
|
|
|
|
minscore = score;
|
2017-08-19 11:30:46 +02:00
|
|
|
retdir = direction;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
if (retdir != v3s16(0, 0, 0)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
for (std::vector<v3s16>::iterator iter = directions.begin();
|
|
|
|
iter != directions.end();
|
2015-08-25 22:23:05 +02:00
|
|
|
++iter) {
|
2013-03-17 18:03:44 +01:00
|
|
|
if(*iter == retdir) {
|
|
|
|
DEBUG_OUT("Pathfinder: removing return direction" << std::endl);
|
|
|
|
directions.erase(iter);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT("Pathfinder: didn't find any valid direction clearing"
|
|
|
|
<< std::endl);
|
|
|
|
directions.clear();
|
|
|
|
}
|
|
|
|
DEBUG_OUT("Pathfinder: remaining dirs at end:" << directions.size()
|
|
|
|
<< std::endl);
|
|
|
|
return retdir;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
bool Pathfinder::updateCostHeuristic( v3s16 ipos,
|
|
|
|
v3s16 srcdir,
|
|
|
|
int current_cost,
|
|
|
|
int level)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &g_pos = getIndexElement(ipos);
|
2013-03-17 18:03:44 +01:00
|
|
|
g_pos.totalcost = current_cost;
|
|
|
|
g_pos.sourcedir = srcdir;
|
|
|
|
|
|
|
|
level ++;
|
|
|
|
|
|
|
|
//check if target has been found
|
|
|
|
if (g_pos.target) {
|
|
|
|
m_min_target_distance = current_cost;
|
|
|
|
DEBUG_OUT(LVL " Pathfinder: target found!" << std::endl);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool retval = false;
|
|
|
|
|
|
|
|
std::vector<v3s16> directions;
|
|
|
|
|
2017-08-19 11:30:46 +02:00
|
|
|
directions.emplace_back(1, 0, 0);
|
|
|
|
directions.emplace_back(-1, 0, 0);
|
|
|
|
directions.emplace_back(0, 0, 1);
|
|
|
|
directions.emplace_back(0, 0, -1);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
v3s16 direction = getDirHeuristic(directions, g_pos);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
while (direction != v3s16(0, 0, 0) && (!retval)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (direction != srcdir) {
|
2016-04-01 01:52:17 +02:00
|
|
|
PathCost cost = g_pos.getCost(direction);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (cost.valid) {
|
|
|
|
direction.Y = cost.direction;
|
|
|
|
|
|
|
|
v3s16 ipos2 = ipos + direction;
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
if (!isValidIndex(ipos2)) {
|
2016-12-13 23:16:26 +01:00
|
|
|
DEBUG_OUT(LVL " Pathfinder: " << PP(ipos2) <<
|
|
|
|
" out of range, max=" << PP(m_limits.MaxEdge) << std::endl);
|
2016-04-01 01:52:17 +02:00
|
|
|
direction = getDirHeuristic(directions, g_pos);
|
2013-03-17 18:03:44 +01:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &g_pos2 = getIndexElement(ipos2);
|
2013-03-17 18:03:44 +01:00
|
|
|
|
|
|
|
if (!g_pos2.valid) {
|
|
|
|
VERBOSE_TARGET << LVL "Pathfinder: no data for new position: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl;
|
2016-04-01 01:52:17 +02:00
|
|
|
direction = getDirHeuristic(directions, g_pos);
|
2013-03-17 18:03:44 +01:00
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(cost.value > 0);
|
|
|
|
|
|
|
|
int new_cost = current_cost + cost.value;
|
|
|
|
|
|
|
|
// check if there already is a smaller path
|
|
|
|
if ((m_min_target_distance > 0) &&
|
|
|
|
(m_min_target_distance < new_cost)) {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" already longer than best already found path "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((g_pos2.totalcost < 0) ||
|
|
|
|
(g_pos2.totalcost > new_cost)) {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder: updating path at: "<<
|
2016-12-13 23:16:26 +01:00
|
|
|
PP(ipos2) << " from: " << g_pos2.totalcost << " to "<<
|
2013-03-17 18:03:44 +01:00
|
|
|
new_cost << " srcdir=" <<
|
2016-12-13 23:16:26 +01:00
|
|
|
PP(invert(direction))<< std::endl);
|
2016-04-01 01:52:17 +02:00
|
|
|
if (updateCostHeuristic(ipos2, invert(direction),
|
|
|
|
new_cost, level)) {
|
2013-03-17 18:03:44 +01:00
|
|
|
retval = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" already found shorter path to: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(ipos2) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" not moving to invalid direction: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(direction) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
DEBUG_OUT(LVL "Pathfinder:"
|
|
|
|
" skipping srcdir: "
|
2016-12-13 23:16:26 +01:00
|
|
|
<< PP(direction) << std::endl);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
2016-04-01 01:52:17 +02:00
|
|
|
direction = getDirHeuristic(directions, g_pos);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::buildPath(std::vector<v3s16> &path, v3s16 pos, int level)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
level ++;
|
2013-06-23 18:23:59 +02:00
|
|
|
if (level > 700) {
|
2013-03-17 18:03:44 +01:00
|
|
|
ERROR_TARGET
|
2016-04-01 01:52:17 +02:00
|
|
|
<< LVL "Pathfinder: path is too long aborting" << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
PathGridnode &g_pos = getIndexElement(pos);
|
2013-03-17 18:03:44 +01:00
|
|
|
if (!g_pos.valid) {
|
|
|
|
ERROR_TARGET
|
2016-04-01 01:52:17 +02:00
|
|
|
<< LVL "Pathfinder: invalid next pos detected aborting" << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
g_pos.is_element = true;
|
|
|
|
|
|
|
|
//check if source reached
|
|
|
|
if (g_pos.source) {
|
|
|
|
path.push_back(pos);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-04-01 01:52:17 +02:00
|
|
|
buildPath(path, pos + g_pos.sourcedir, level);
|
2013-03-17 18:03:44 +01:00
|
|
|
path.push_back(pos);
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
v3f Pathfinder::tov3f(v3s16 pos)
|
|
|
|
{
|
|
|
|
return v3f(BS * pos.X, BS * pos.Y, BS * pos.Z);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef PATHFINDER_DEBUG
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printCost()
|
|
|
|
{
|
|
|
|
printCost(DIR_XP);
|
|
|
|
printCost(DIR_XM);
|
|
|
|
printCost(DIR_ZP);
|
|
|
|
printCost(DIR_ZM);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printYdir()
|
|
|
|
{
|
|
|
|
printYdir(DIR_XP);
|
|
|
|
printYdir(DIR_XM);
|
|
|
|
printYdir(DIR_ZP);
|
|
|
|
printYdir(DIR_ZM);
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printCost(PathDirections dir)
|
|
|
|
{
|
|
|
|
std::cout << "Cost in direction: " << dirToName(dir) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(4) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(4) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(4) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
if (getIdxElem(x, y, z).directions[dir].valid)
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setw(4)
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
<< getIdxElem(x, y, z).directions[dir].value;
|
2013-03-17 18:03:44 +01:00
|
|
|
else
|
|
|
|
std::cout << std::setw(4) << "-";
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printYdir(PathDirections dir)
|
|
|
|
{
|
|
|
|
std::cout << "Height difference in direction: " << dirToName(dir) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(4) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(4) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(4) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
if (getIdxElem(x, y, z).directions[dir].valid)
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setw(4)
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
<< getIdxElem(x, y, z).directions[dir].direction;
|
2013-03-17 18:03:44 +01:00
|
|
|
else
|
|
|
|
std::cout << std::setw(4) << "-";
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printType()
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << "Type of node:" << std::endl;
|
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(3) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(3) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(3) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
char toshow = getIdxElem(x, y, z).type;
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << std::setw(3) << toshow;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printPathLen()
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
std::cout << "Pathlen:" << std::endl;
|
|
|
|
std::cout << std::setfill('-') << std::setw(80) << "-" << std::endl;
|
|
|
|
std::cout << std::setfill(' ');
|
|
|
|
for (int y = 0; y < m_max_index_y; y++) {
|
|
|
|
|
|
|
|
std::cout << "Level: " << y << std::endl;
|
|
|
|
|
|
|
|
std::cout << std::setw(3) << " " << " ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
|
|
|
std::cout << std::setw(3) << x;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
|
|
|
|
for (int z = 0; z < m_max_index_z; z++) {
|
|
|
|
std::cout << std::setw(3) << z <<": ";
|
|
|
|
for (int x = 0; x < m_max_index_x; x++) {
|
Pathfinder: improve GridNode storage
Before, the GridNodes were stored in vector<vector<vector<T>>>,
and initialized in advance. Putting three vectors inside each other
puts lots of unneccessary stress onto the allocator, costs more memory,
and has worse cache locality than a flat vector<T>.
For larger search distances, an the array getting initialized means
essentially O(distance^3) complexity in both time and memory,
which makes the current path search a joke. In order to really
profit from the dijkstra/A* algorithms, other data structures
need to be used for larger distances.
For shorter distances, a map based GridNode storage may be slow as
it requires lots of levels of indirection, which is bad for things like
cache locality, and an array based storage may be faster.
This commit does:
1. remove the vector<vector<vector<T>>> based GridNodes storage that
is allocated and initialized in advance and for the whole
possible area.
2. Add a vector<T> based GridNodes storage that is allocated and
initialized in advance for the whole possible area.
3. Add a map<P,T> based GridNodes storage whose elements are
allocated and initialized, when the path search code
demands it.
4. Add code to decide between approach 2 and 3,
based on the length of the path.
5. Remove the unused "surfaces" member of the PathGridnode class.
Setting this isn't as easy anymore for the
map based GridNodes storage.
2016-04-01 03:13:24 +02:00
|
|
|
std::cout << std::setw(3) << getIdxElem(x, y, z).totalcost;
|
2013-03-17 18:03:44 +01:00
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
std::cout << std::endl;
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
std::string Pathfinder::dirToName(PathDirections dir)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
switch (dir) {
|
|
|
|
case DIR_XP:
|
|
|
|
return "XP";
|
|
|
|
break;
|
|
|
|
case DIR_XM:
|
|
|
|
return "XM";
|
|
|
|
break;
|
|
|
|
case DIR_ZP:
|
|
|
|
return "ZP";
|
|
|
|
break;
|
|
|
|
case DIR_ZM:
|
|
|
|
return "ZM";
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
return "UKN";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/******************************************************************************/
|
2016-04-01 01:52:17 +02:00
|
|
|
void Pathfinder::printPath(std::vector<v3s16> path)
|
|
|
|
{
|
2013-03-17 18:03:44 +01:00
|
|
|
unsigned int current = 0;
|
|
|
|
for (std::vector<v3s16>::iterator i = path.begin();
|
2015-08-25 22:23:05 +02:00
|
|
|
i != path.end(); ++i) {
|
2016-12-13 23:16:26 +01:00
|
|
|
std::cout << std::setw(3) << current << ":" << PP((*i)) << std::endl;
|
2013-03-17 18:03:44 +01:00
|
|
|
current++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|